Age | Commit message (Collapse) | Author |
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Noise texture is now faster when the color socket is unused. Potential for
speedup spotted by @nutel.
Some performance results:
Render Time Before After Difference
Gooseberry benchmark 47:51.34 45:55.57 -4%
Koro 12:24.92 12:18.46 -0.8%
Simple cube (Color socket) 48.53 48.72 +0.3%
Simple cube (Fac socket) 48.74 32.78 -32.7%
Goethe displacement 1:21.18 1:08.47 -15.6%
Cycles brick displacement 3:02.38 2:16.76 -25.0%
Large displacement scene 23:54.12 20:09.62 -15.6%
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D2513
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Same as last commit, code is unused and this one actually would have required some fixes,
as these variants output values outside the 0-1 value range, which doesn't fit Cycles shader design.
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This was already mixed a bit, but the dot belongs there.
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multiplication in the function call already.
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This to avoids build conflicts with libc++ on FreeBSD, these __ prefixed values
are reserved for compilers. I apologize to anyone who has patches or branches
and has to go through the pain of merging this change, it may be easiest to do
these same replacements in your code and then apply/merge the patch.
Ref T37477.
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More information in this post:
http://code.blender.org/
Thanks to all contributes for giving their permission!
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* More fixes for r41599, removed clouds and distorted noise textures and ported the Noise texture to OSL.
ToDo: Color output is still commented, needs a closer look.
* Some more fixes (comments, uninitialized variables)
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using them, but rather do it now that I have the chance still. Highlights:
* Wood and Marble merged into a single Wave texture
* Clouds + Distorted Noise merged into new Noise node
* Blend renamed to Gradient
* Stucci removed, was mostly useful for old bump
* Noise removed, will come back later, didn't actually work yet
* Depth setting is now Detail socket, which accepts float values
* Scale socket instead of Size socket
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Textures
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modifications and build instructions will follow later.
Cycles uses code from some great open source projects, many thanks them:
* BVH building and traversal code from NVidia's "Understanding the Efficiency of Ray Traversal on GPUs":
http://code.google.com/p/understanding-the-efficiency-of-ray-traversal-on-gpus/
* Open Shading Language for a large part of the shading system:
http://code.google.com/p/openshadinglanguage/
* Blender for procedural textures and a few other nodes.
* Approximate Catmull Clark subdivision from NVidia Mesh tools:
http://code.google.com/p/nvidia-mesh-tools/
* Sobol direction vectors from:
http://web.maths.unsw.edu.au/~fkuo/sobol/
* Film response functions from:
http://www.cs.columbia.edu/CAVE/software/softlib/dorf.php
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